Methods and apparatus for monitoring video games

ABSTRACT

Methods and apparatus for monitoring video games are disclosed. Example methods disclosed herein to identify a video game include generating a memory signature based on a pattern of memory locations of a game medium accessed by a device to play the video game. Such example methods also include determining an identity of the video game based on the memory signature.

RELATED APPLICATIONS

This patent arises from a continuation of U.S. patent application Ser.No. 11/465,389 (now U.S. Pat. No. 8,863,218), entitled “Methods andApparatus for Monitoring Video Games” and filed on Aug. 17, 2006, whichis a continuation of International Application Serial NumberPCT/US05/05079, entitled “Methods and Apparatus for Monitoring VideoGames” and filed on Feb. 17, 2005, which claims priority from U.S.Provisional Application Ser. No. 60/545,351, entitled “Apparatus andMethods for Game Measurement” and filed on Feb. 17, 2004, and U.S.Provisional Application Ser. No. 60/563,531, entitled “Methods andApparatus for Monitoring Video Games” and filed on Apr. 19, 2004. U.S.patent application Ser. No. 11/465,389, International Application SerialNo. PCT/US05/05079, U.S. Provisional Application Ser. No. 60/545,351 andU.S. Provisional Application Ser. No. 60/563,531 are hereby incorporatedby reference in their entireties.

FIELD OF THE DISCLOSURE

This disclosure relates generally to audience measurement and, moreparticularly, to methods and apparatus for monitoring video games.

BACKGROUND

Sophisticated processes for monitoring television and other broadcastmedia consumption have been developed. For example, television ratingsand metering information is typically generated by collecting viewingrecords and/or other viewing information from a group of statisticallyselected households. Each of the statistically selected householdstypically has a data logging and processing unit commonly referred to asa “home unit.” In households having multiple viewing sites (e.g.,multiple television systems), the data logging and processingfunctionality may be distributed among a single home unit and multiple“site units,” one site unit for each viewing site. The home unit (or thecombination of the home unit and the site unit) is often incommunication with a variety of attachments that provide inputs to thehome unit or receive outputs from the home unit. For example, a sourceidentification unit, such as a frequency detector attachment, may be incommunication with a television to sense a local oscillator frequency ofthe television tuner. In this manner, the frequency detector attachmentmay be used to determine the channel to which the television iscurrently tuned based on a detected frequency. Additional sourceidentification devices, such as on-screen display readers (OSDRs) andlight-emitting-diode (LED) display readers, may be provided, forexample, to determine if the television is operating (i.e., is turnedON) and/or the channel to which the television is tuned. A peoplecounter may also be located in the viewing space of the television andin communication with the home unit, thereby enabling the home unit todetect the identities and/or number of the persons currently viewingprograms displayed on the television.

The home unit usually processes the inputs (e.g., channel tuninginformation, viewer identities, etc.) from the attachments to produceviewing records. Viewing records may be generated on a periodic basis(e.g., at fixed time intervals) or may be generated in response to oneor more predetermined events, such as a full memory, or a change in aninput, such as a change in the identities of the persons viewing thetelevision, a change in the channel tuning information (e.g., a channelchange), etc. Each viewing record may contain channel information, suchas a channel number and/or station identification (ID), and a time(e.g., a date and time-of-day) at which the channel was displayed. Incases in which the program content being displayed is associated with alocal audio/video content delivery device, such as a digital video disk(DVD) player, a digital video recorder (DVR), a video cassette recorder(VCR), etc., the viewing records may include content identification(i.e., program identification) information as well as informationrelating to the time and manner in which the associated content wasdisplayed. Viewing records may also contain additional information, suchas the number of viewers present at the viewing time.

The home unit typically collects a quantity of viewing records andtransmits the collected viewing records (e.g., periodically or inreal-time) to a central office or data processing facility for furtherprocessing or analysis. The central data processing facility receivesviewing records from home units located in some or all of thestatistically selected households and analyzes the viewing records toascertain the viewing behaviors of households in a geographic area ormarket of interest, a particular household and/or a particular group ofhouseholds selected from all participating households. Additionally, thecentral data processing facility may generate metering statistics andother parameters indicative of viewing behavior associated with some orall of the participating households. This data may be extrapolated toreflect the viewing behaviors of markets and/or regions modeled by thestatistically selected households.

To generate viewing behavior information from viewing records, thecentral office or data processing facility may compare reference data,such as a list of programs (e.g., a schedule of television programmingor a television guide), to the viewing records. In this manner, thecentral office can infer which program was displayed bycross-referencing the time and channel information in a viewing recordto the program associated with that same time and channel in the programschedule. Such a cross-referencing process can be carried out for eachof the viewing records received by the central office, thereby enablingthe central office to reconstruct which programs were displayed by theselected households and the times at which the programs were displayed.Of course, the aforementioned cross-referencing process is unnecessaryin systems in which the identity of the program is obtained by the homeunit and contained in the viewing record.

The rapid development and deployment of a wide variety of audio/videocontent delivery and distribution platforms has dramatically complicatedthe home unit task of providing viewing records or information to thecentral data collection facility. For instance, while theabove-mentioned frequency detector device can be used to detect channelinformation at a site where network television broadcasts are beingdisplayed (because, under normal operation conditions, the localoscillator frequency corresponds to a known network channel), such adevice typically cannot be used with digital broadcast systems. Inparticular, digital broadcast systems (e.g., satellite-based digitaltelevision systems, digital cable systems, etc.) typically include adigital receiver or set-top box at each subscriber site. The digitalreceiver or set-top box demodulates a multi-program data stream, parsesthe multi-program data stream into individual audio and/or video datapackets, and selectively processes those data packets to generate anaudio/video signal for a desired program. The audio and/or video outputsignals generated by the set-top box can be directly coupled to anaudio/video input of an output device (e.g., a television, a videomonitor, etc.) As a result, the local oscillator frequency of the outputdevice tuner, if any, does not necessarily have any meaningfulrelationship to the channel or program currently being displayed. Forexample, the local oscillator frequency may identify a tuned majorchannel, but it will not identify which of a plurality of minor channelswithin the tuned channel is actually being displayed.

To allow generation of meaningful viewing records in cases wherein, forexample, the network channel is not readily identifiable or may notuniquely correspond to a displayed program, metering techniques based onthe use of ancillary codes and/or content signatures may be employed.Metering techniques that rely on ancillary codes often encode and embedidentifying information (e.g., a broadcast/network channel number, aprogram identification code, a broadcast time stamp, a source identifierto identify a network and/or station providing and/or broadcasting thecontent, etc.) in the broadcast signal such that the code is not noticedby the viewer. For example, a well-known technique used in televisionbroadcasting involves embedding the ancillary codes in the non-viewablevertical blanking interval or the horizontal blanking region of thevideo signal. Another example involves embedding the ancillary codes innon-audible portions of the audio signal accompanying the broadcastprogram. This latter technique is especially advantageous because theancillary code may be reproduced by, for example, the television speakerand non-intrusively monitored by an external sensor, such as amicrophone.

In general, signature-based program identification techniques use one ormore characteristics of the currently displayed (but not yet identified)audio/video content to generate a substantially unique proxy orsignature (e.g., a digital value or series of digital values, awaveform, etc.) for that content. The signature information for thecontent being displayed may be compared to a set of reference signaturescorresponding to a known set of programs. When a substantial match isfound, the currently displayed program content can be identified with arelatively high probability.

Many household viewing sites (e.g., home entertainment systems) includea video game console for playing video games for display on a televisionor similar display device. The video gaming market is highly competitiveand video game technology has evolved to the point that the displayedcontent may contain commercial advertisement (e.g., embedded withinportions of the game background), embedded movie clips that containstrategic product placement, soundtracks from professional recordingartists, etc. Thus, it has become desirable to collect viewing/meteringinformation associated with the playing of video games separately and/orin addition to the viewing records generated for the broadcastprogramming content displayed at the household viewing site. However,the types of viewing/metering data collected for monitoring video gameusage may be significantly different than the types of viewing/meteringdata collected for monitoring of audience viewing of broadcast programs.As such, the existing techniques for monitoring broadcast programmingcontent may not be directly applicable to the collection of gameplay/viewing/metering information for audience participation in videogames.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an example local metering system coupled toan example home entertainment system.

FIG. 2 is a block diagram of an example broadcast system and an examplemonitoring system.

FIG. 3 is a block diagram of an example video game console for use inthe example home entertainment system of FIG. 1.

FIG. 4 is a block diagram of a first example video game monitoringsystem based on embedded ancillary codes.

FIG. 5 is a block diagram of a second example video game monitoringsystem based on embedded ancillary codes.

FIG. 6 is a block diagram of an example video game monitoring systembased on video watermarks.

FIG. 7 is a block diagram of an example video game monitoring systembased on content signatures.

FIG. 8 is a block diagram of an example video game monitoring systembased on long-term content trends.

FIG. 9 is a block diagram of an example video game monitoring systembased on a memory/bus analyzer.

FIG. 10 is a block diagram of an example video game monitoring systembased on a game console software meter.

FIG. 11 is a block diagram of an example video game monitoring systembased on game medium access mapping.

FIG. 12 is a block diagram of an example video game monitoring systembased on game controller monitoring.

FIG. 13 is a block diagram of a first example video game monitoringsystem based on game medium visual image scanning.

FIG. 14 is a block diagram of a second example video game monitoringsystem based on game medium visual image scanning.

FIG. 15 is a block diagram of an example video game monitoring systembased on RFID tagging of a game medium.

FIG. 16 is a block diagram of an example video game monitoring systembased on network communication monitoring.

FIG. 17 is a block diagram of an example video game monitoring systembased on server-side monitoring.

FIG. 18 is a block diagram of an example video game monitoring systembased on a diary.

FIGS. 19A-19C are a flowchart representative of example machine readableinstructions that may be executed to implement the video game monitorand at least portions of the home unit of FIG. 1.

FIGS. 20A-20B are block diagrams of an example encoder and decoder toorthogonally encode data to be embedded as ancillary codes in presentedgame content.

FIG. 21 is a block diagram of an example computer that may execute themachine readable instructions represented in FIGS. 19A-19C.

DETAILED DESCRIPTION

In the following patent, a video game console is defined to be anydevice capable of playing a video game. Such a device may include astandard dedicated game console, a portable dedicated gaming device, apersonal digital assistant (PDA), a personal computer, a digital videodisk (DVD) player, a digital video recorder (DVR), a personal videorecorder (PVR), a set-top box, a cable or satellite receiver, acellular/mobile phone, and the like. Similarly, as used in this patent,a video game medium is defined to be any medium capable of storingand/or providing video game content, which may include game disks, gamecartridges, DVDs, CD-ROMs, memory cards, an Internet gaming server, apeer-to-peer or closed gaming network such as Nokia N-Cage, and thelike. Also, as used in this patent, a video game is defined to be anygame designed to be played via a video game console (as defined above)and displayed on a monitor, such as a television screen, a dedicatedgame display (e.g., an arcade console, a handheld gaming device such asNintendo's GameBoy SP) or on a personal computer (PC) monitor. Thus, avideo game may be an arcade game, a PC-based game, a game for use with ahome-based game system (e.g., a game coded for playing on Microsoft'sXBOX, Nintendo's GameCube, Sony's PlayStation, etc.) or a game for usewith a portable gaming system game (e.g., a game coded for playing onNintendo's GameBoy handheld gaming device, etc.).

A block diagram of an example local metering system 100 capable ofproviding viewing and metering information for video games played via anexample home entertainment system 102 is illustrated in FIG. 1. Theexample home entertainment system 102 includes a broadcast source 104, aset-top box (STB) 108, a video game console 112, signal splitters 116,118 and a television 120. The example local metering system 100 includesa home unit 124 and a video game monitor 128. The components of the homeentertainment system 102 and the local metering system 100 may beconnected in any well-known manner including that shown in FIG. 1. Forexample, in a statistically selected household having one or more homeentertainment systems 102, the home unit 124 may be implemented as asingle home unit and one or more site units. In such a configuration,the single home unit performs the functions of storing data andforwarding the stored data to a central facility (such as the centralfacility 211 of FIG. 2 discussed below) for subsequent processing. Eachsite unit is coupled to a corresponding home entertainment system 102and performs the functions of providing one or more interfaces tofacilitate the collection of viewing/metering data, processing such data(possibly in real-time) and sending the processed data to the home unitfor that home. The home unit receives and stores the data collected bythe site units and subsequently forwards that collected data to thecentral facility.

The broadcast source 104 may be any broadcast media source, such as acable television service provider, a satellite television serviceprovider, a radio frequency (RF) television service provider, anInternet streaming video/audio provider, etc. The broadcast source 104may provide analog and/or digital television signals to the homeentertainment system 102, for example, over a coaxial cable or via awireless connection.

The STB 108 may be any set-top box, such as a cable televisionconverter, a direct broadcast satellite (DBS) decoder, a video cassetterecorder (VCR), etc. The STB 108 receives a plurality of broadcastchannels from the broadcast source 104. Typically, the STB 108 selectsone of the plurality of broadcast channels based on a user input, andoutputs one or more signals received via the selected broadcast channel.In the case of an analog signal, the STB 108 tunes to a particularchannel to obtain programming delivered on that channel. For a digitalsignal, the STB 108 decodes certain packets of data to obtain theprogramming delivered on a selected channel. For some home entertainmentsystems 102, for example, those in which the broadcast source 104 is astandard RF analog television service provider or a basic analog cabletelevision service provider, the STB 108 may not be present and itsfunction may instead be performed by a tuner in the television 120.

An output from the STB 108 is fed to a signal splitter 116, such as asingle analog y-splitter in the case of an RF coaxial connection betweenthe STB 108 and the television 120 or an audio/video splitter in thecase of a direct audio/video connection between the STB 108 and thetelevision 120. (For configurations in which the STB 108 is not present,the broadcast source 104 may be coupled directly to the signal splitter116.) In the example home entertainment system 102 of FIG. 1, the signalsplitter 116 produces two signals indicative of the output from the STB108. Of course, a person of ordinary skill in the art will readilyappreciate that any number of signals may be produced by the signalsplitter 116.

The STB 108 may also be coupled to a back-channel connection 130 toprovide a return communication path to the broadcast providercorresponding to the broadcast source 104. The STB 108 may use theback-channel connection 130 to send billing and/or status information tothe broadcast provider. The back-channel connection 130 may also allow asubscriber to use the STB 108 to request/order content for viewing onthe television 120 (e.g., pay-per-view movies, video-on-demandprogramming, etc.), purchase goods and/or services, modify thesubscription package associated with the STB 108, request/order videogames and/or video game components for playing via the video gameconsole 112, etc.

In the illustrated example, one of the two signals from the signalsplitter 116 is fed to the television 120 and the other signal isdelivered to the home unit 124. The television 120 may be any type oftelevision or television display device. For example, the television 120may be a television and/or display device that supports the NationalTelevision Standards Committee (NTSC) standard, the Phase AlternatingLine (PAL) standard, the Système Électronique pour Couleur avec Mémoire(SECAM) standard, a standard developed by the Advanced TelevisionSystems Committee (ATSC), such as high definition television (HDTV), astandard developed by the Digital Video Broadcasting (DVB) Project, ormay be a multimedia computer system, etc.

The second of the two signals from the signal splitter 116 (i.e., thesignal carried by connection 136 in FIG. 1) is coupled to an input ofthe home unit 124. The home unit 124 is a data logging and processingunit that may be used to generate viewing/metering records and otherviewing information useful for determining ratings and other meteringinformation based on a group of statistically selected households. Thehome unit 124 typically collects a set of viewing/metering records andtransmits the collected viewing records over a connection 140 to acentral office or data processing facility (not shown) for furtherprocessing or analysis. The connection 140 may be a telephone line, areturn cable television connection, an RF or satellite connection, anInternet connection or the like. As mentioned above, in instances wheremultiple viewing sites are present within a household, site units may beused as intermediaries to collect and forward data to the home unit 124.

The video game console 112 may be any type of game console as describedabove. The video game console may also include an STB connection 142 tocouple the video game console 112 to the STB 108. The STB connection 142may be used, for example, to download video games to the video gameconsole 112 via the STB 108 based on a request transmitted over theback-channel connection 130. The video game console 112 may also includea connection 144 to allow the video game console 112 to interface withother devices, such a network server, another game console, etc. Theconnections 142 and 144 may be implemented using any type of networkconnection, such as a serial port cable, a parallel port cable, aUniversal Serial Bus (USB) cable, an Ethernet connection, a phone lineconnection, an 802.11 wireless connection, a Bluetooth wirelessconnection, etc.

The output from the video game console 112 is fed to a signal splitter118, such as a single analog y-splitter in the case of a coaxialconnection between the video game console 112 and the television 120 oran audio/video splitter in the case of a direct audio/video connectionbetween the video game console 112 and the television 120. In theexample home entertainment system 102, the signal splitter produces twosignals indicative of the output from the video game console 112. Ofcourse, a person of ordinary skill in the art will readily appreciatethat any number of signals may be produced by the signal splitter 118.In the illustrated example, one of the two signals from the signalsplitter 118 is fed to the television 120 and the other signal isdelivered to the home unit 124 (i.e., the signal carried by connection148).

The home unit 124 may be configured to determine identifying informationbased on the signal corresponding to the broadcast program contentand/or the video game content being output by the STB 108 and/or thevideo game console 112. For example, the home unit 124 may be configuredto decode an embedded ancillary code in the signal received viaconnections 136 and/or 148 that corresponds to the content currentlybeing output by the STB 108 and/or video game console 112, respectively,for display on the television 120. Alternatively or additionally, thehome unit 124 may be configured to generate a program signature based onthe signal received via connections 136 and/or 148 that corresponds tothe content currently being output by the STB 108 and/or the video gameconsole 112, respectively, for display on the television 120. The homeunit may then add this program identifying information to the viewingrecords corresponding to the currently displayed program and/or themetering record corresponding to the currently played video game.

To facilitate the determination of program identifying information (andgame identifying information, if supported) and the generation ofviewing records for the currently displayed broadcast program and/ormetering records for the currently displayed video game content, thehome unit 124 may also be provided with one or more sensors 146. Forexample, one of the sensors 146 may be a microphone placed in theproximity of the television 120 to receive audio signals correspondingto the content being displayed. The home unit 124 may then process theaudio signals received from the microphone 146 to decode any embeddedancillary code(s) and/or generate one or more audio signaturescorresponding to a broadcast program and/or a video game beingdisplayed. Another of the sensors 146 may be an on-screen display reader(OSDR) for capturing images displayed on the television 120 andprocessing regions of interest in the displayed image. The regions ofinterest may correspond, for example, to a broadcast channel associatedwith the currently displayed program, a broadcast time associated withthe currently displayed program, a viewing time associated with thecurrently displayed program, a title of a currently played game (if thehome unit 124 is configured to monitor video game content), the activelevel for the currently played game (if the home unit 124 is configuredto monitor video game content), etc. An example OSDR is disclosed byNelson, et al. in U.S. Provisional Patent Application Ser. No.60/523,444 which is hereby incorporated by reference. Yet another of thesensors 146 could be a frequency detector to determine, for example, thechannel to which the television 120 is tuned. One having ordinary skillin the art will recognize that there are a variety of sensors 146 thatmay be coupled with the home unit 124 to facilitate generation ofviewing records and/or metering records containing sufficientinformation for the central office to determine a set of desired ratingsand/or metering results.

To determine information specific to the video game console 112 and thegame content output thereby (in addition or as an alternative to anyinformation generated by the home unit 124), the example local meteringsystem 100 includes a video game monitor 128. The video game monitor 128is coupled to the video game console 112 via a device interface 150 andis also coupled to the home unit 124 via a home unit interface 152. Thedevice interface 150 may be, for example, a digital bus interface thatallows the video game monitor 128 to determine the state of and/orexamine/modify the operation of the video game console 112.Alternatively or additionally, the video game monitor 128 may receivevideo game metering data (or the contents thereof) over the deviceinterface 150 that correspond to the game content currently being outputby the video game console 112. The video game metering data (or thecontents thereof) may contain information regarding the game contentcurrently being output by the video game console 112, including, forexample, the video game title, the active video game state (e.g., levelof progress within the game, health, score, level of difficulty selectedfor play, etc.), the elapsed playing time, etc.

To create the video game metering data, an example video game console112 may include a software meter. The software meter determinesinformation regarding the video game state and the content beingdisplayed based on the video game data being processed by the video gameconsole 112. Alternatively or additionally, the example video gameconsole 112 may be configured to allow the video game monitor 128 toexamine the internal state/operation of the video game console 112and/or process the actual data packets corresponding to the video gamebeing played. Also, the software meter may be configured to implementall or portions of the video game monitor 128 and/or all or portions ofthe home unit 124 within the video game console 112. The video gamemonitor 128 may then use the resulting information to create theinformation packet or packets corresponding to the played video game.

The home unit interface 152 may be, for example, a bus interface thatallows the video game monitor 128 to provide, for example, video gamemetering data (or the contents thereof) to the home unit 124 forinclusion in one or more separate metering records and/or one or moreviewing records being created for the content currently being displayedon the television 120. Alternatively or additionally, the home unit 124may use the home unit interface 152 to direct the video game monitor 128to query the video game console 112 to provide metering datacorresponding to the video game content currently being displayed on thetelevision 120.

The video game monitor 128 may also be coupled to one or more sensors156. For example, one of the sensors 156 may be an optical readercapable of reading an image embossed on the face of a video game disk todetermine the title of the corresponding video game. Other examplesensors 156 include a barcode reader and a radio frequencyidentification (RFID) reader capable of reading a barcode and/or an RFIDtag, respectively, attached to the video game medium (e.g., disk orcartridge). One having ordinary skill in the art will recognize thatthere are a variety of sensors 156 that may be coupled with the videogame monitor 128 to determine additional information regarding theoperation of the video game console 112.

In a first example local metering system 100, the home unit 124 may beconfigured to generate a viewing/metering record or records based on thestate of the television 120 as measured by a sensor or sensors 146. Inthis case, the home unit 124 may include video game metering data (orcontents thereof) provided by the video game monitor 128 in the meteringrecord or records being generated. In a second example local meteringsystem 100, the video game monitor 128 may be configured to trigger thehome unit 124 to generate a metering record or records based on thestate of the video game console 112 as measured by a sensor or sensors156. One having ordinary skill in the art will recognize that variouscombinations of triggers may be used to cause the generation of themetering records corresponding to the game content currently beingdisplayed on the television 120. For example, a combination of one ofthe sensors 146 determining that the television 120 is turned ON and oneof the sensors 156 determining that the video game console 112 is turnedON may serve as such a trigger.

The example home entertainment system 102 also includes a remote controldevice 160 to transmit control information that may be received by anyor all of the STB 108, the video game console 112, the television 120,the home unit 124 and the video game monitor 128. One having ordinaryskill in the art will recognize that the remote control device 160 maytransmit this information using a variety of techniques, including, butnot limited to, infrared (IR) transmission, radio frequencytransmission, wired/cabled connection, and the like.

The example local metering system 100 also includes a people meter 164to capture information about the audience. The example people meter 164may have a set of input keys, each assigned to represent a singleviewer, and may prompt the audience members to indicate that they arepresent in the viewing audience by pressing the appropriate input key.The people meter 164 may also receive information from the home unit 124to determine a time at which to prompt the audience members. Moreover,the home unit 124 may receive information from the people meter 164 tomodify an operation of the home unit 124 (such as causing the home unitto generate one or more viewing/metering records based on a change inthe viewing audience). As will be appreciated by one having ordinaryskill in the art, the people meter 164 may receive and/or transmitinformation using a variety of techniques, including, but not limitedto, infrared (IR) transmission, radio frequency transmission,wired/cabled connection, and the like. As will also be appreciated byone having ordinary skill in the art, the people meter 164 may also beimplemented by a combination of the remote control device 160 and one ormore of the STB 108, the video game console 112, the video game monitor128, and/or the home unit 124. In such an implementation, the STB 108,the video game console 112, the video game monitor 128, and/or the homeunit 124 may be configured to output prompting information and/or otherappropriate people meter content for display directly on the television120. Correspondingly, the remote control device 160 and/or a gamecontroller (such as the game controller 308 discussed in FIG. 3 below)may be configured to accept inputs from the viewing audience andtransmit these user inputs to the appropriate device responsible forgenerating the people meter display on the television 120.

FIG. 2 illustrates an example monitoring system 200 to monitor viewingof program and/or playing of game content provided by an examplebroadcast system 201, as well as local video gaming content being playedat a local home site 210. The example broadcast system 201 of FIG. 2includes a broadcast station 202 that receives audio/video content froma plurality of content providers 204 and 206. The audio/video contentproviders 204 and 206 may provide audio and/or video programs orinformation, such as television programs, advertisements, audio (e.g.,radio) programs, still image information (e.g., web pages), etc., inknown manners to the broadcast station 202.

The example monitoring system 200 of FIG. 2 includes one or morereference sites 208, a plurality of local metering systems 209 (forexample, a set of systems similar or identical to the local meteringsystem 100 of FIG. 1) located at a plurality of home sites 210 (whichmay be statistically selected to represent a larger population) and acentral facility 211 to compile and process data collected by the localmetering systems 209. For ease of reference, only one home site 210, onereference site 208 and one central facility 211 are shown in FIG. 2.However, persons of ordinary skill in the art will appreciate that anynumber of home sites 210, reference sites 208 and/or central datacollection and processing facilities 211 may be employed.

The broadcast station 202 transmits one or more signals containingdigital and/or analog audio/video content and/or game information. Thesesignals are received by at least one reference site 208 and at least onestatistically selected home site 210 via communication paths or links212 and 214, respectively. The communication paths or links 212 and 214may include any combination of hardwired or wireless links, such assatellite links, wireless land-based links, cable links, etc. Thesignals conveyed via the links 212 and 214 may contain multi-programanalog signals and/or digital data streams which are commonly employedwithin existing broadcast systems.

In the example monitoring system 200, the reference site 208 includes aplurality of receivers (e.g., set-top boxes or the like) 216, 217 and218 that simultaneously demodulate, demultiplex and/or decode audio,video and/or other information received from the broadcast station 202.In the illustrated example, each of the receivers 216, 217 and 218provides audio and/or video information associated with a differentprogram that is currently being broadcast to a reference site processor222. In other words, the receiver 216 may provide audio and/or videoinformation associated with a program A while the receivers 217 and 218provide audio and/or video information associated with respectiveprograms B and C. In addition, the reference site processor 222 isconfigured to control each of the receivers 216, 217 and 218 and/or hasinformation indicating a program to which each of the receivers 216, 217and 218 is tuned at any given time.

Some reference sites 208 may also include a plurality of game processors219, 220, 221 that may be used to generate reference meteringinformation corresponding to a set of video games. Such information mayinclude ancillary audio/video codes, generated audio/video signatures,video watermarks, game disk/cartridge memory maps, game disk referenceimages, reference barcodes, reference RFID information, etc. One or moreof the game processors 219, 220, 221 may be implemented to generate thereference information by directly processing the data stored on the gamemedium (e.g., disk or cartridge) rather than through actual game play.For example, in the case of a game disk (e.g., CD or DVD), aspecial-purpose software program may be written to process the filesystem of a game disk inserted into an existing or special-purpose diskdrive of a computer system. In the case of a game cartridge, forexample, a special-purpose software program may be written to processeach memory location of a game cartridge inserted into a special-purposereader (e.g., a PROM reader) coupled to a computer system. In eithercase, the special-purpose program may be configured to scan the gamemedium to identify game content of interest stored therein. For example,the special-purpose program may scan the file system of a game disk toidentify filenames and/or file header information having a formatcorresponding to game content of interest. In another example, thespecial-purpose program may scan each memory location of a gamecartridge to identify header data having a format corresponding to gamecontent of interest. Such game content may include audio data/files(e.g., in a known format, such as PCM or MPEG), video data/files (e.g.,in a known format, such as MPEG), textures, sprites, etc. Moreover, thespecial-purpose program may be configured to automatically identify anygame content of interest found on a game medium being analyzed.Additionally or alternatively, the program may display a graphicalinterface corresponding to the game medium file system, memory map, etc.Such a graphical interface allows a user to quickly identify potentialgame content of interest more quickly and efficiently than playing thegame in a standard linear fashion. One having ordinary skill in the artwill appreciate that the approach used to implement the special-purposesoftware program described above will depend on the type of game mediumbeing analyzed and the data format employed by the game mediummanufacturer/producer.

In the illustrated example, each of the game processors 219, 220 and 221may also be coupled to the reference site processor 222 to providereference metering data associated with a different video game. In otherwords, the game processor 219 may provide metering informationassociated with a video game A while the game processors 220 and 221provide metering information associated with respective video games Band C. In addition, the reference site processor 222 may be configuredto control each of the game processors 219, 220 and 221 and/or hasinformation indicating a video game that each of the game processors219, 220 and 221 is analyzing at any given time.

The reference site processor 222 may decode reference ancillary codeinformation and/or generate reference signature information for aplurality of simultaneously broadcast audio/video content and/oranalyzed video game content. The reference site processor 222 sends thereference code and/or signature information to a central facilityprocessor 224 which stores the original reference code and/or signatureinformation, as well as any other collected reference metering data, ina database 226. Of course, because the generation of game data may notrequire receivers to tune to broadcasted programs/games, but insteadsuch data may be gathered directly from the game media, there is no needto locate the game processors at the reference site. The game processorsmay instead be located at the central facility 211 or at anotherdedicated game processing site. Similarly, although a single database226 that combines program codes/signatures and video gamecodes/signature is shown in FIG. 2, persons of ordinary skill in the artwill appreciate that it is likewise possible to maintain a separatedatabase for programming content and a separate database for videogames.

The home site 210 could be, for example, a statistically selected homecontaining a television, a radio, etc. The home site 210 includes anoutput device 228 (e.g., a video display, speaker, etc., such as thetelevision 120 of FIG. 1). The home site 210 also includes a receiver,such as the STB 108 which may be similar or identical to the receivers216, 217, 218, and/or a game console, such as the video game console 112of FIG. 1 which may be similar or identical to the game processors 219,220, 221. The receiver and the video game console may be combined in asingle device 230 as shown in FIG. 2, or may comprise two or morecomponents in two or more housings. The receiver and/or video gameconsole 230 provides audio and/or video signals 232 to the output device228. The output device presents the program and/or video game currentlyselected for consumption. Receivers and/or video game consoles 230 arewell-known and, thus, are not described in greater detail herein.

To monitor the use of the receiver and/or video game console 230, thehome site 210 is provided with a local metering system 209, such as thelocal metering system 100 of FIG. 1. The local metering system 209 mayinclude, for example, a home unit and/or a video game monitor such asthe home unit 124 and the video game monitor 128. The receiver and/orvideo game console 230 provides an audio and/or a video signal 234containing audio and/or video information associated with the currentlydisplayed program to the local metering system 209. The local meteringsystem 209 uses the signal 234 to determine viewing/metering information(e.g., by decoding ancillary code information and/or generatingsignature information) corresponding to the broadcast program and/orvideo game currently being displayed on the output device 228. The localmetering system 209 stores and periodically conveys thisviewing/metering information to the central facility processor 224, forexample, in the form of a viewing/metering record or set of records.

The central facility processor 224, in addition to being able to performa variety of other processing tasks, is configured to compare theviewing/metering information (e.g., possibly including code and/orsignature information) generated at the home site 210 to thecorresponding reference viewing/metering information stored in thedatabase 226 to identify the broadcast program and/or video game contentthat was displayed at the home site 210.

A block diagram of an example video game system 300 that may be used toimplement the video game console 112 of FIG. 1 is shown in FIG. 3. Theexample video game system 300 includes a game console 304 and a gamecontroller 308. Also shown for reference is the remote control device160 of FIG. 1.

The game controller 308 may be any type of appropriate input device,such as a keypad, a joystick, a mouse, a keyboard, etc. The gamecontroller 308 may be coupled to the game console 304 via a controllerport 312, such as a special purpose serial or parallel port, a wirelessinterface adaptor, etc. The game console 304 may also include additionalinterface ports 316 for connection to other external devices. Examplesof additional interface ports 316 include serial ports, USB ports,Ethernet ports, etc.

The game console 304 may also include a remote control device detector320, such as an infrared (IR) detector, to receive signals transmittedby the remote control device 160.

The game console 304 of FIG. 3 also includes one or more game ports 324to receive one or more game disks, cartridges or the like. The game port324 may also be used to interface to another device that may emulate thedata stored on and/or the operation of the game disk, cartridge, etc.

As mentioned previously, existing broadcast program content meteringtechniques may not be suitable for monitoring audience participation invideo games. For example, a broadcast programming guide (or equivalentmapping of displayed content to broadcast time) is generally notapplicable in the case of video games. Moreover, the type of meteringinformation desired for video game content may be significantlydifferent from the type of metering data desired for broadcast programs.For example, and as mentioned above, the types of metering datacollected for video game usage may include: A) the identity of the gamebeing played, B) the times at which the game is actively played (insteadof, for example, operating in a demo mode), C) the duration of gameplay, D) the game content (e.g., area, location, level, etc.) that isactive (e.g., cached) at a specific point during game play, E) the gamecontent (e.g., area, location, level, etc.) that is actually beingpresented to the user (e.g., displayed and/or audible) at a specificpoint during game play, F) the identity/identities and/or the number ofplayers who are participating in the game locally and/or remotely, G)whether the game is being played across a communications network (e.g.,the Internet, a local area network (LAN), a direct cable connection, adial-up connection, etc.), H) any content that may have been downloadedto the game from an external source (e.g., a network server, andInternet site, a memory card, etc.), as well as any other information ofinterest. These classifications of video game measurements are discussedin greater detail in the following paragraphs.

An example type of video game metering data to collect is the identityof the game being played, which includes the title and possibly themanufacturer of the video game. Additionally, the game platformcorresponding to the currently played game may be reported, especiallyin cases in which the game may be available for play on multipledifferent types of game consoles/platforms. For example, the identity ofthe game may be reported as: “Game Title” by “Game Manufacturer” for useon “Game Console/Platform.”

Another example type of video game metering data to collect is a set oftimes during which the game is actively played. This set of times may bedifferent than a set of times for which the game console 112 is enabled(e.g., turned ON). For example, many video games start-up in a demo modethat displays example game play content. In such a scenario, the actualplaying times (e.g., game start, game end, game pause, game resume,etc.) should be identified separately from times corresponding to thedisplay of an introductory demo, a video trailer, start/setup menus,etc. In this way, active game play modes may be distinguished from othergame operating modes and metering data for either or both types of modesmay be collected and reported. Additionally, the duration of actual gameplay may be reported or determined from the reported actual game start,end, pause and resume times.

Yet another example type of video game metering to collect is the gamecontent (e.g., the area, location, level, etc.) that is active (e.g.,cached) at a specific point during game play. This category of datadescribes the active content of the game, for example, the content thathas been locally cached for possible or actual use. Cached game content,such as a trailer, a menu, a game level, a region, a map, a stadium, atrack, an audio track, an audio sample, a video sample, a video texture,etc., may be identified as being in use by the video game console. Onehaving ordinary skill in the art will recognize that this category ofinformation identifies only that the content is active/cached and notnecessarily being presented to the player. For example, a texture (e.g.,a sign) could be cached by the game console for possible use, but theplayer may never actually be able to see the texture depending on, forexample, the player's selected point-of-view

Another example type of video game metering data to collect is thepresented game content (e.g., the area, location, level, etc.) that isactually being presented (e.g., displayed and/or audible) at a specificpoint during game play. This category describes the content of the gamethat is actually being presented to the player, for example, eithervisually or audibly. Presented game content, such as a trailer, a menu,a game level, a region, a map, a stadium, a track, an audio track, anaudio sample, a video sample, a video texture, etc., may be identifiedas being presented to the user either visually, audibly and/or throughtactile feedback. Additionally, presented game content may includecontent that is not actually presented to the user but impliedly presentbased on the game context (e.g., a racecar in a driving game where theplayer selected the racecar's make and model but has chosen a forwardview such that the racecar itself is not visible).

Still another example type of video game metering data to collect is thenumber of players who are participating in the game locally and/orremotely. This category of information may also include determining theidentities of the one or more individuals participating in the game.Also, identifying the number of players participating in the game mayinclude determining whether any remote players are participating in thegame through a communications interface (e.g., a local network orInternet). Additionally, the player information may distinguish betweenplayers who are real people and players who are simulated as part of thevideo game itself.

Another example type of video game metering data to collect isinformation indicating whether the game is being played across acommunications network (e.g., the Internet, a local area network (LAN),a direct cable connection, a dial-up connection, etc.). Some games mayoperate only in a local mode or only in a network mode. Other games,however, can be played both locally and over some sort of network. Inthe latter case, the type of network should be reported if network playis detected.

Yet another example type of video game metering data to collect isinformation indicating whether any game content may have been downloadedto the game from an external source (e.g., a network server, andInternet site, a memory card, etc.). Some games support the inclusion ofadditional, external content to the game, for example, at game start-upand/or during game play. This content may also be identified as havingbeen actually presented to the user. For example, games may support theinclusion of new maps, levels, content, etc. that may be downloaded fromthe Internet, added from a memory card and/or another disk or cartridge,etc.

Methods and apparatus to address the collection of gameplay/viewing/metering data for video games are discussed below. Aparticular method and/or apparatus may be preferred depending on thecapabilities and/or the characteristics of the equipment used toimplement the video game system, the degree of access to data stored inthe game disk/cartridge, the degree of access to data and/or operationalinformation corresponding to the video game console (e.g., the videogame console 112 of FIG. 1), etc. The methods and/or apparatus describedbelow may also be grouped into categories based on the techniques usedby the method/apparatus to collect the game play/viewing/metering data.These categories include: 1) techniques based on ancillary codes,content (e.g., audio and/or video) signatures, video watermarks and/orcontent (e.g., audio and/or video) trends, 2) techniques based onmonitoring the internal data and/or operation of the video game console,3) techniques based on monitoring the game medium (e.g., disk orcartridge), 4) techniques based on network monitoring and 5) diary-basedtechniques.

The methods and apparatus based on ancillary codes, content signatures,watermarks and/or content trends may employ techniques based on embeddedaudio/video codes in the video game content, audio/video signaturesderived from the presented video game content, video watermarks embeddedin the video game content and/or long-term audio/video trends derivedfrom the video game content. For example, and referring to the previouslist of types of video game metering data, content (e.g., audio and/orvideo) signatures and/or content (e.g., audio and/or video) trends maybe derived from the presented video game content and compared to areference database of signatures/trends to determine meteringinformation, such as, A) the identity of the game being played, D) thecached game content that is active at a specific point during game play,and E) the presented game content that is actually being presented(displayed and/or audible) at a specific point during game play. Audiocodes may also provide such information and additionally may provide F)the identity/identities and/or the number of players who areparticipating in the game locally and/or remotely and H) information todescribe audio content (e.g., audio soundtracks, audio special effects,etc.) that may have been downloaded to the game from an external source.Video codes/watermarks may be able to provide information similar tothat available from the audio/video signatures and audio codes, as wellas additional information, such as, B) the times at which the game isactively played, C) the duration of game play, G) whether the game isbeing played across a communications network and H) information todescribe the game content (e.g., maps, textures, audio special effects,audio soundtracks, etc.) that may have been downloaded to the game froman external source.

The methods and apparatus based on monitoring the internal data and/oroperation of the video game console may employ techniques based oncollecting metering data from a memory/bus sniffing device and/or asoftware meter running on the video game console, collecting informationobtained by mapping memory accesses to/from a game medium (e.g., disk orcartridge), monitoring one or more game controllers, etc. As describedin greater detail below, and referring to the previous list of types ofvideo game metering data, techniques based on game medium access mappingmay be able to determine, for example, A) the identity of the game beingplayed and D) the cached game content that is active at a specific pointduring game play. Techniques based on memory/bus sniffing may be able toprovide similar information, as well as B) the times at which the gameis actively played, C) the duration of game play and F) theidentity/identities and/or the number of players who are participatingin the game locally. Techniques based on game controller monitoring mayalso be able to determine information regarding B) the times at whichthe game is actively played, C) the duration of game play and F) theidentity/identities and/or the number of players who are participatingin the game locally. Finally, techniques based on software metering ofthe video game console may be able to provide all categories ofinformation A) through H) described above.

The methods and apparatus based on monitoring the game medium (e.g.,disk or cartridge) may employ techniques based on game medium visualimage scanning, barcode marking of the game medium, RFID tagging of thegame medium, etc. Referring to the previous list of types of video gamemetering data, techniques based on barcode marking and/or RFID taggingmay be used to determine information regarding, for example, A) theidentity of the game being played. Techniques based on game medium(e.g., disk) visual image scanning may also be able to identify A) theidentity of the game being played, as well as, D) the cached gamecontent that is active at a specific point during game play.

The methods and apparatus based on network monitoring may employtechniques based on network communication monitoring (sniffing) and/orserver-side monitoring. Referring to the previous list of types of videogame metering data, such techniques may able to provide informationregarding, for example, A) the identity of the game being played, B) thetimes at which the game is actively played, C) the duration of gameplay, D) the cached game content that is active at a specific pointduring game play, F) the identity/identities and/or the number playerswho are participating in the game locally and/or remotely, G) whetherthe game is being played across a communications network (e.g., theInternet, a local area network (LAN), a direct cable connection, adial-up connection, etc.) and H) any content that may have beendownloaded to the game from an external source.

Finally, methods/apparatus based on the use of a diary may employtechniques based on logging information into a written diary and/or anelectronic diary. Such techniques may be able to provide all categoriesof information A) through H) described above. However, one havingordinary skill in the art will appreciate that diary-based techniquesmay be prone to collecting and/or reporting inaccurate and/or erroneousinformation.

FIGS. 4 and 5 are block diagrams illustrating example video gamemonitoring systems 400 and 500 which use audio/video codes to monitorgame usage. In the example system 400 of FIG. 4, the audio/video codesare added to the game content by the game producer when the content isproduced. In the example system of 500 of FIG. 5, the audio/video codesare embedded in the game content at run-time. For example, the audiocodes may be embedded at inaudible frequencies of the audio content.Video codes may be embedded in a non-viewable vertical blanking interval(VBI) or horizontal overscan of the game console's output video signal.Example audio and video coding techniques that could be adapted for usein the example systems herein are described in, for example, U.S. Pat.No. 5,481,294, entitled “Audience Measurement System Utilizing AncillaryCodes and Passive Signatures” and filed on Oct. 27, 1993. Exampletechniques that could be adapted to embed audio codes such that thecodes are inaudible are described in, for example, U.S. Pat. No.6,272,176, entitled “Broadcast Encoding System and Method” and filed onJul. 16, 1998, and PCT Application Serial No. PCT/US01/10790, entitled“Multi-Band Spectral Audio Encoding” and filed on Apr. 3, 2001. Exampletechniques for embedding video codes that could be adapted for use inthe example systems herein are described in, for example, U.S. Pat. No.5,629,739, entitled “Apparatus and Method for Injecting an AncillarySignal into a Low Energy Density Portion of a Color Television FrequencySpectrum” and filed on Mar. 6, 1995, and U.S. Pat. No. 5,737,025,entitled “Co-Channel Transmission of Program Signals and AncillarySignals” and filed on Feb. 28, 1995. U.S. Pat. Nos. 5,481,294,6,272,176, 5,629,739, 5,737,025 and PCT Application Serial No.PCT/US01/10790 are hereby incorporated by reference in their entirety.

The audio/video codes may contain information to identify the gamecontent that is actively being played. Background music tracks, specialsounds and/or the real time audio coming from an opponent in amulti-player game could be encoded with identifiers. Due to the overlaidnature of the presented game audio and video, codes from various audioand/or video sources may be superimposed. Thus, encoding methods, suchas orthogonal codes, diversity codes, etc., may be used to allowuncorrupted decoding of each superimposed code. The identifiers used torepresent the game content may include identifiers for the game title,the current level of play, specific presented content, a time offsetfrom a clock, an offset in the memory map of the game medium (e.g., diskor cartridge), etc. Codes could also be generated by the game console asdirected by the game content when a significant event occurs, such asgame start-up, a level/scene change, playback of a particular track ofbackground music, etc. The source of the audio/video could be includedin the embedded audio/video codes to determine whether the presentedcontent resides on the local game medium or was provided by an externalsource, such as a game server.

Turning to FIG. 4, the example system 400 illustrated therein includes acontent preparation device 404 to embed ancillary codes with a set ofgame content data 408 stored on a game medium 412. The contentpreparation device 404 may be located, for example, at a gameprovider/manufacturing site. As discussed above, the ancillary codes maybe embedded, for example, in the audio and/or video portions of thepresented game content. Additionally or alternatively, the ancillarycodes may be embedded in the digital streams (e.g., MPEG or AC3 datastreams) used to carry the audio and/or video content. To embed theancillary codes, the content preparation device 404 includes anidentifier generator 416 to provide the identification information to beassociated with the given game content data 408 being encoded. Forexample, the identifier generator 416 may be coupled with a database(not shown) from which identifiers are selected corresponding to thetype of game content 408 being encoded. Next, an encoder 420 is includedto encode the game content data 408 with the information provided by theidentifier generator 416. For example, in the case of audio coding ofaudio content, the encoder 420 may be configured to embed theinformation from the identifier generator 416 at non-audible frequenciesof the game content data 408. In the case of video coding of videocontent, the encoder 420 may be configured to embed the information fromthe identifier generator 416 into non-viewable portions of the gamecontent data 408 (e.g., in the vertical blanking interval, horizontaloverscan, etc.). The output of the encoder 420 is then provided to agame storage interface 424 to store the prepared, encoded game contentonto the game medium 412.

At a user site, the example system 400 includes a game console 428, suchas the game console 112 of FIG. 1, to play the game medium 412. The gameconsole 428 is coupled to a decoder 432 to decode the ancillary codeinformation embedded in the prepared game content stored on the gamemedium 412 and presented by the game console 428. The decoder 432 may beincluded, for example, in a game monitor, such as the video game monitor128 of FIG. 1, which may be coupled to the game console 428 via a deviceinterface, such as the device interface 150. Alternatively, the decoder432 may be a separate device coupled to the game console 428 via anexternal interface port of the game console 428, such as the externalinterface ports 316 of the example game console 304 of FIG. 3. In eithercase, the example system 400 of FIG. 4 includes an identifier collector436 to receive the decoded information from the decoder 432. Theidentifier collector 436 may be configured to provide the decodedinformation to a central facility for processing and crediting, such asthe central facility 211 of FIG. 2.

Turning to FIG. 5, the example system 500 illustrated therein is similarto the example system 400 of FIG. 4. The example system 500 includescontent preparation functionality similar to that of system 400, butwith such functionality embedded in a game console 504 rather thanimplemented as a separate, production site device. In the system 500, anidentifier generator 508 is included in the game console 504 to provideinformation to be embedded by an encoder 512 as ancillary codes into thegame content data 516 provided by the game medium 520 being played bythe game console 504. The encoder 512 embeds such ancillary codesdirectly into the content (e.g., audio and/or video) output by the gameconsole 504. Additionally or alternatively, the ancillary codes may beembedded directly into the digital streams (e.g., MPEG or AC3 datastreams) used to carry the audio and/or video content. The identifiergenerator 508 is not associated with a particular game medium (as may bethe case for the identifier generator 416 of FIG. 4) and, as such, thetype of identifying information generated by the identifier generator508 may be generic in nature and applicable to a wide variety of videogames. For example, and as described previously, the encoder 512 mayembed codes containing, for example, identifying information based onpredetermined types of game content 516 that cause certain events in thegame console 504 to occur, such as content that causes game start-up, alevel/scene change, playback of a particular track of background music,etc. Moreover, the game console 504 may be configured to output a codelook-up table, for example, at start-up to assist the decoder 524described below to determine the game content 516 and/or internal eventsof the game console 504 that correspond to an embedded code. As much ofthe functionality of the identifier generator 508 and the encoder 512 issimilar to that of the identifier generator 416 and encoder 420, a moredetailed description of this functionality may be found in the precedingdescription of FIG. 4.

The example system 500 also includes a decoder 524, which may besubstantially similar or identical to the decoder 432 of FIG. 4, todecode the ancillary code information embedded by the encoder 512 intothe game content data 516. The decoder 524 may be included, for example,in a game monitor, such as the game monitor 128 of FIG. 1, which may becoupled to the game console 504 via a device interface, such as thedevice interface 150. Alternatively, the decoder 524 may instead be aseparate device coupled to the game console 504 via an externalinterface port of the game console 504, such as the external interfaceports 316 of the example game console 304 of FIG. 3. In either case, theexample system 500 includes an identifier collector 528, which issimilar to the identifier collector 436 of FIG. 4, to receive thedecoded information from the decoder 524. The identifier collector 528may be configured to provide the decoded information to a centralfacility for processing and crediting, such as the central facility 211of FIG. 2.

FIG. 6 illustrates a block diagram of an example video game monitoringsystem 600 based on the use of video watermarks. In the illustratedexample system 600, the video game console 604 watermarks the activeoutput video signal to embed codes and/or information concerning thegame identity and possibly the game content currently being presented tothe user. This approach is different from approaches that use videocoding techniques in that the watermarks are embedded into the active(viewable) portions of the video (rather than non-viewable portions ofthe video). However, the watermarks are constructed and embedded so thatthey are not easily viewable to the user and/or are not located in apre-determined fixed location of the displayed video output. As such,embedded video watermarks may be detected by an external sensor, such asan OSDR being used as one of the sensors 146 of FIG. 1. Because mostgames perform significant transforms on the video content and gametextures, the watermarking will typically be performed on the finalvideo frame buffer to be displayed to the user. Example watermarkingtechniques that could be adapted for use in the example systems hereinare described in, for example, U.S. Pat. No. 6,208,735, entitled “SecureSpread Spectrum Watermarking for Multimedia Data” and filed on Jan. 28,1999, and U.S. Pat. No. 6,353,672, entitled “Steganography Using DynamicCodes” and filed on Mar. 8, 2000. U.S. Pat. Nos. 6,208,735 and 6,353,672are hereby incorporated by reference in their entirety.

Turning to FIG. 6, the example system 600 illustrated therein includes agame console 604 to play game content data 608 stored on a game medium612. The game console includes an identifier generator 616, which issimilar to the identifier generators 416 and 508 of FIGS. 4 and 5,respectively. The identifier generator 616 provides the identificationinformation to be associated with the given game content data 608. Suchidentification information is embedded into the presented game contentvia a watermark encoder 620. As mentioned above, the watermark encoder620 may use any well-known technique to embed the identificationinformation as one or more watermarks into the active video output ofthe game console 604.

The example system 600 also includes a watermark locator 624 to locatepositions in the video output of the game console 604 that may containone or more watermarks embedded by the watermark encoder 620. Forexample, the watermark locater 624 may be configured to process a smallportion of the video display output that may be used to display embeddedwatermarks at a rate not noticeable to the human eye. In anotherexample, the watermark locator 624 may be configured to process suddenbackground color changes that occur in adjacent, interlaced video framesand, as such, are not noticeable to the human eye but may be used toencode identification information. In any case, the output of thewatermark locator 624 is provided to a watermark decoder 628 to decodethe ancillary codes embedded by the watermark encoder 620. The watermarkdecoder 628 may be included, for example, in a game monitor, such as thegame monitor 128 of FIG. 1, which may be coupled to the game console 604via a device interface, such as the device interface 150. Alternatively,the watermark decoder 628 may instead be a separate device coupled tothe game console 604 via an external interface port of the game console604, such as the external interface ports 316 of the example gameconsole 304 of FIG. 3. In either case, the example system 600 includesan identifier collector 632, which is similar to the identifiercollectors 436 and 528 of FIGS. 4 and 5, respectively, to receive thedecoded information from the watermark decoder 628. The identifiercollector 632 may be configured to provide the decoded information to acentral facility for processing and crediting, such as the centralfacility 211 of FIG. 2.

FIG. 7 illustrates a block diagram of an example video game monitoringsystem 700 based on the use of content (e.g., audio and/or video)signatures. As discussed above in connection with FIG. 2, referencecontent signatures corresponding to a set of games 702 could begenerated and stored in a reference library/database 704. Then, when aparticular game medium 708 is played, signatures corresponding to thepresented content may be generated via a signature generator 712. Thecontent signatures (e.g., audio and/or video signatures) may then becross-referenced via a comparator 716 against the reference librarydatabase 704 to determine, for example, the identity of the game beingplayed. Moreover, the content signatures may be matched, for example, togame content presented at a particular point in the game. For some gamemedia types, it may be possible to generate the reference contentsignatures by processing the content of the game medium (e.g.,disk/cartridge) directly by, for example, a special-purpose softwareprogram and not through playing the game in a linear fashion. For gamedevices with digital outputs, signatures may be created from an outputdigital audio/video stream (e.g., the CRC fields in an AC3 audio datastream). U.S. Pat. No. 5,481,294, discussed above and incorporatedherein, describes example audio and video signaturing techniques thatcould be adapted for use in the example systems herein. Additionalexample audio signaturing techniques that could be adapted for use inthe example systems herein are described in, for example, U.S. Pat. No.5,918,223, entitled “Method and Article of Manufacture for Content-BasedAnalysis, Storage, Retrieval, and Segmentation of Audio Information” andfiled on Jul. 21, 1997, and U.S. application Ser. No. 10/200,034,entitled “Automatic Identification of Sound Recordings” and filed onJul. 22, 2002. Additional example video signaturing techniques thatcould be adapted for use in the example systems herein are described in,for example, U.S. Pat. No. 6,633,651, entitled “Method and Apparatus forRecognizing Video Sequences” and filed on Nov. 1, 1999, and U.S. Pat.No. 6,577,346, entitled “Recognizing a Pattern in a Video Segment toIdentify the Video Segment” and filed on Jan. 24, 2000. U.S. Pat. Nos.5,481,294, 5,918,223, 6,633,651, 6,577,346 and U.S. application Ser. No.10/200,034 are hereby incorporated by reference in their entirety.

Turning to FIG. 7, at one or more reference sites, such as the referencesites 208 of FIG. 2, the example system 700 illustrated therein includesa reference signature storage database 704, as discussed above, to storea set or reference content signatures (e.g., audio and/or videosignatures) corresponding to a set of reference games 702. The referencegames 702 may be processed by one or more reference signature generators724, which may be substantially similar or identical to the gameprocessors 219, 220, 221 of FIG. 2, to generate the set of referencecontent signatures. As mentioned above, the reference signaturegenerator 724 may be implemented to process the content of the gamemedium (e.g., disk/cartridge) directly by, for example, aspecial-purpose software program and not through playing the game.

At a user site, the example system 700 includes a game console 728,which may be similar to the game console 112 of FIG. 1, to play the gamestored on the game medium 708. The signature generator 712 is providedto generate content signatures (e.g., audio and/or video signatures)corresponding to the presented game content (e.g., audio and/or video)output from the game console 728. The signature generator 712 may beincluded in or implemented by, for example, the home unit 124 of FIG. 1.Moreover, the signature generator 712 may receive the presented contentfrom the game console 728 using one or more sensors (e.g., the sensors146), such as an audio microphone, a video framegrabber, an OSDR, etc.

At, for example, a central facility site such as the central facility211 of FIG. 2, the example system 700 includes a comparator 716 tocross-reference the content signatures generated by the signaturegenerator 712 with the set of reference signatures stored in thereference signature storage database 704. If a match is found, a dataprocessor 732 is used to meter/credit the played game based on thereference signature(s) that matched the signature(s) generated by thesignature generator 712.

FIG. 8 illustrates a block diagram of an example video game monitoringsystem 800 that uses long-term content (e.g., audio and/or video) trendsto monitor video game usage. In many cases, content trends may bedistinguished from content signatures in that content trends are basedon broad content (e.g., audio and/or video signal) characteristicsprocessed over a period of time significantly longer than that typicallyused to generate content signatures. However, in some cases, contenttrends may be substantially similar to content signatures. In eithercase, reference content trends corresponding to a set of games 802 couldbe generated and stored in a reference library/database 804. Then, whena particular game 808 is played, content trends that correspond to thepresented content may be determined by a trend analyzer 812. The content(e.g., audio and/or video) trends may then be cross-referenced via acomparator 816 against the reference library database 804 to determine,for example, the identity of the game being played. Moreover, thecontent trends may be matched, for example, to game content presented ata particular point in the game. For some game media types, it may bepossible to generate the reference audio/video trends by processing thecontent of the game medium (e.g., disk/cartridge) directly by, forexample, a special-purpose software program and not through playing thegame

In the example of FIG. 8, the example system 800 includes a referencetrend storage database 804 at one or more reference sites, such as thereference sites 208 of FIG. 2, to store a set or reference contenttrends (e.g., audio and/or video trends) corresponding to a set ofreference games 802 as discussed above. The reference games 802 may beprocessed by one or more reference trend analyzers 824, which may besubstantially similar or identical to the game processors 219, 220, 221of FIG. 2, to generate the set of reference content trends. As mentionedabove, the reference trend analyzer 824 may be implemented to processthe content of the game medium (e.g., disk/cartridge) directly by, forexample, a special-purpose software program and not through playing thegame.

At a user site, the example system 800 includes a game console 828,which may be similar to the game console 112 of FIG. 1, to play the gamestored on the game medium 808. The trend analyzer 812 is provided togenerate content trends (e.g., audio and/or video trends) correspondingto the presented game content (e.g., audio and/or video) output from thegame console 828. The trend analyzer 812 may be included in orimplemented by, for example, the home unit 124 of FIG. 1. Moreover, thetrend analyzer 812 may receive the presented content from the gameconsole 828 using one or more sensors (e.g., the sensors 146), such asan audio microphone, a video framegrabber, an OSDR, etc.

At a central facility site, such as the central facility 211 of FIG. 2,the example system 800 includes a comparator 816 to cross-reference thecontent trends generated by the trend analyzer 812 with the set ofreference trends stored in the reference trend storage database 804. Ifa match is found, a data processor 832 is used to meter/credit theplayed game based on the reference trend(s) that matched the trend(s)generated by the trend analyzer 812.

FIG. 9 illustrates a block diagram of an example video game monitoringsystem 900 which employs a memory/bus analyzer 904 (also known as amemory/bus “sniffer”) to monitor game usage. A memory/bus analyzer 904may be used to monitor/probe the memory and/or the internal state of thevideo game console 908 to determine, for example, the identity of thegame medium 912 being played, the current location within the game, thegame content being displayed, etc. Depending on the game consolehardware, such game content information may be probed from existingports on the game console 908 (e.g., the interface ports 316 of FIG. 3),for example, an external memory port, a USB port and/or an expansionport. For game consoles 908 in which no existing port suffices, aninterface tap may be placed on one or more of the internal busses of thegame console 908. A reference library/database 916 corresponding tovarious video games of interest 920 may include the memory locations onthe various game media that correspond to metering information to becollected and reported (e.g., game titles, game levels, soundtracks,etc.). Examples of memory/bus sniffers that could be adapted for use inthe example systems herein are described in, for example, U.S. Pat. No.5,488,408, entitled “Serial Data Channel Metering Attachment forMetering Channels to Which a Receiver is Tuned” and filed on Mar. 22,1994, and PCT Application Serial No. PCT/US2002/038012, entitled“Apparatus and Methods for Tracking and Analyzing Digital RecordingDevice Event Sequences” and filed on Nov. 27, 2002. U.S. Pat. No.5,488,408 and PCT Application Serial No. PCT/US2002/038012 are herebyincorporated by reference in their entirety.

In the example of FIG. 9, the example system 900 includes a referencedatabase 916 at one or more reference sites such as the reference sites208 of FIG. 2, to store a set or reference game medium information(e.g., memory maps, bus transactions, etc.) corresponding to a set ofreference games 920 as discussed above. The reference games 920 may beprocessed by one or more reference medium analyzers 924, which may besubstantially similar or identical to the game processors 219, 220, 221of FIG. 2, to generate the set of reference game medium information. Asmentioned above, the reference medium analyzer 924 may be implemented toprocess the content of the game medium (e.g., disk/cartridge) directlyby, for example, a special-purpose software program and not throughplaying the game.

At a user site, the example system 900 includes a game console 908,which may be similar to the game console 112 of FIG. 1, to play the gamestored on the game medium 912. The memory/bus analyzer 904 is providedto generate game medium information (e.g., memory read/write locations,captured bus transactions, etc.) corresponding to the game medium 912 asit is played on the game console 908. The memory/bus analyzer 904 may beincluded in or implemented by, for example, the game monitor 128 of FIG.1 and coupled to the game console 908 via a device interface (e.g., thedevice interface 150) and/or an external interface port of the gameconsole 908 (e.g., the interface ports 316 of FIG. 3). The memory/busanalyzer 904 may instead be a separate device coupled to the gameconsole 908 via an external interface port of the game console 908, suchas the external interface ports 316 of the example game console 304. Onehaving ordinary skill in the art will appreciate that many substantiallyequivalent implementations may be used to provide memory/bus analyzerfunctionality in the example system 900. The output of the memory/busanalyzer 904 is stored in a data buffer 928, which may be implemented asa standalone device and/or by any or all of the game monitor 128 and thehome unit 124.

At, for example, a central facility site such as the central facility211 of FIG. 2, the example system 900 includes a comparator 932 tocross-reference the game medium information generated by the memory/busanalyzer 904 with the set of reference game medium information stored inthe reference database 916. One having ordinary skill in the art willappreciate that the cross-referencing process may be simplified if suchprocessing focuses on determining the game identity first (e.g., basedon a sequence of memory accesses performed at game startup) and thenanalyzes the remaining game medium information. In any case, if a matchis found, a data processor 936 is used to meter/credit the played gamebased on the reference information that matched the informationgenerated by the memory/bus analyzer 904.

FIG. 10 illustrates a block diagram of an example video game monitoringsystem 1000 which employs a game console software meter 1004 to performvideo game monitoring. In the illustrated example, the game console 1008and/or game content stored on the game medium 1012 are configured tooutput information regarding the play of the current game through aninterface, for example, to a separate information collection unit 1016and/or directly to a data processor 1020, such as the central facility211 of FIG. 2. In the case of an external collection unit 1016 (e.g.,implemented via the video game monitor 128 and/or the home unit 124 ofFIG. 1), the collection unit 1016 could be connected to a standard portof the game console 1008 and/or may be coupled to an existing devicealready coupled to an interface port of the game console 1008. Forexample, video game producers could cause the play of the game stored onthe game medium 1012 to directly output metering data via apredetermined game console interface port (e.g. one or more of theexternal interface ports 316 of the example game console 304 of FIG. 3).Game console manufacturers could add similar capability to game consoles1008 to output such information based on game play without the need tomodify the game content stored on the game medium 1012. Additionally,the game console 1008 may be configured to block the reporting ofmetering data/information unless instructed to do so by the collectionunit 1016 (e.g., the video game monitor 128) and/or the data processor1020 (e.g., the central facility 211). An example software meter thatcould be adapted for use in the example systems herein is described in,for example, PCT Application Serial No. PCT/US98/14286, entitled“Audience Measurement System for Digital Television” and filed on May12, 1998. PCT Application Serial No. PCT/US98/14286 is herebyincorporated by reference in its entirety.

FIG. 11 is a block diagram of an example video game monitoring system1100 which employs game medium access mapping to monitor video gameusage. In this example, a storage device analyzer 1104 (also known as astorage device “sniffer”) is used to monitor accesses of the gamestorage medium 1108 (e.g., CD-ROM, hard disk, cartridge) made by thegame console 1112. For example, the storage device analyzer 1104 may becoupled between the physical media reader 1116 and the reader controller1120 of the game console 1112 to copy and record the memory addressesrequested by the controller 1120. In the case of a game console 1112 foruse with a game disk 1108 (e.g., CD-ROM), the storage device analyzer1104 may be coupled between a CD reader arm 1116 in the game console1112 and a corresponding reader arm controller 1120 (e.g., a specialpurpose microcontroller) in the game console 1112 to copy and record thecoordinates of the disc requested by the controller 1120. In such aconfiguration, the storage device analyzer 1104 may determine the CDtrack and/or sector that the reader arm controller 1120 is commandingthe reader arm 1116 to access. In the case of a game console 1112 foruse with a game cartridge 1108, the storage device analyzer 1104 may becoupled between the game cartridge 1108 and a corresponding game consolecartridge port (e.g., the game port 324 of the example game console 304of FIG. 3) to copy and record the addresses of the cartridge memorycells accessed by the game console 1112.

In either of the two previous examples, a pattern of memory accesses atthe startup of the game may be used as a reference identifier (or memory“signature”) to determine the identity of the game being played.Moreover, the game location and the current game content being presentedto the user may also be determined based on cross-referencing theaccessed memory locations to a reference memory map corresponding to thegame medium 1108 of the monitored video game. Therefore, the examplesystem 1100 includes a data buffer 1124 to store the output of thestorage device analyzer 1104 and provide such output to a data processor1128 (such as the central facility 211 of FIG. 2). The data processor1128 analyzes the information provided by the storage device analyzer1104, for example, to determine the memory signature corresponding tothe game being played. The data processor 1128 may compare the processedinformation from the storage device analyzer 1104 to a corresponding setof information in a reference database 1132 to determine, for example,the identity of the game based on the memory signature, the presentedgame content based on the memory locations accessed by the readercontroller 1120/media reader 1116, etc.

For the case of a game disk 1108, in addition to looking at the memorylocations being accessed, it may be possible to examine (via apositioning sensor) the control arm 1116 of the CD drive unit todetermine its positioning relative to the disk 1108. This relativeposition may be cross-referenced against a physical layout of the disk1108 to determine the content being accessed at any given time.

FIG. 12 illustrates a block diagram of an example video game monitoringsystem 1200 which employs game controller monitoring to monitor videogame usage. In the example system 1200, a game controller analyzer 1204(also known as a game controller “sniffer”) may be coupled between agame controller 1208 and a corresponding game port (e.g., the port 312of the example game console 304 of FIG. 3) of the video game console1212. The game controller sniffer 1204 output is provided to a databuffer 1216 for storage and transmission to a data processor 1220 (suchas the central facility 211 of FIG. 2). The data processor 1220 may usethe results provided by the game controller sniffer 1204 to determine,for example, whether the game is being played based on monitoring theactivity between the game controller 1208 and the game console 1212. Thedata processor 1220 may also combine game controller activity with othermemory/bus sniffer information to determine, for example, the identityof the game currently being played. U.S. Pat. No. 5,488,408 and PCTApplication Serial No. PCT/US2002/038012, discussed above andincorporated herein, describe example memory/bus sniffers that could beadapted for use as game controller sniffers for use in the examplesystems described herein.

FIGS. 13 and 14 are block diagrams of example video game monitoringsystems 1300 and 1400 which employ game medium visual image scanning tomonitor video game usage. In the case of game consoles for use with gamedisks (e.g., CD-ROMs), an optical sensor may be placed inside the gameconsole and positioned to read the top of the disk when the disk isinserted into the game console. In the case of game consoles for usewith game cartridges, an adaptor device may be coupled between the gamecartridge and the game console cartridge port. The adaptor device mayinclude an optical sensor to read a side of the cartridge when thecartridge is inserted into the adaptor device. In either example system,the optical sensor may be configured, for example, to read a codeattached to the top of the disk (such as a barcode in the example systemof FIG. 13). Additionally or alternatively, the optical sensor may beconfigured to read an image embossed on the top/side of thedisk/cartridge and transform such image into a “game medium visualsignature” (as in the example system of FIG. 14). A game medium visualsignature may be represented, for example, as a sequence of datagenerated by sampling an image embossed on the game medium at a set ofpredetermined locations. If the game medium is a game disk (e.g.,CD-ROM), the “disk” visual signature may also be based on apredetermined sampling rate use to sample the image embossed on thespinning disk. In any case, the processed barcode and/or generated gamemedium visual signature may be used to cross-reference a library of suchbarcodes/signatures to look-up the identity of the game from adatabase/look-up table.

Turning to FIG. 13, the example system 1300 illustrated therein includesa game console 1304 for playing a game stored on a game medium 1308. Thegame console 1304 is provided with a barcode reader 1312 to read abarcode 1314 placed on the game medium 1308. The game console 1304 iscoupled to a barcode collection unit 1316 to receive the output of thebarcode reader 1312. The barcode collection unit 1316 may be included,for example, in a game monitor, such as the game monitor 128 of FIG. 1,which may be coupled to the game console 1304 via a device interface,such as the device interface 150. The barcode collection unit 1316 mayinstead be a separate device coupled to the game console 1304 via anexternal interface port of the game console 1304, such as the externalinterface ports 316 of the example game console 304 of FIG. 3. In anycase, the barcode collection unit 1316 sends the read barcodeinformation to a data processor 1320, such as the central facility 211of FIG. 2. In the example system 1300, the data processor 1320 uses thebarcode information to index a reference barcode database 1324 todetermine the identity of the game currently being played on the gameconsole 1304. Alternatively or additionally, based on the density of thebarcode 1314, the data processor 1320 may be able to determine the gameidentity, manufacturer, etc. directly from the barcode informationwithout the reference barcode database 1324. Additionally, the dataprocessor 1320 may provide the read barcode information to the referencebarcode database 1324, for example, to allow a previously unidentifiedbarcode 1314 to be added to the database.

Turning to FIG. 14, the example system 1400 illustrated therein includesa game console 1404 for playing a game stored on a game medium 1408. Thegame console 1404 is provided with a visual signature reader 1412 todetermine a game medium visual signature corresponding to the gamemedium 1408. As discussed above, the visual signature reader 1412 mayconstruct such a signature based on, for example, scanning an imageembossed on the game medium 1408 or sampling an image embossed on thegame medium 1408 at a predetermined rate. The game console 1404 iscoupled to a visual signature collection unit 1416 to receive the outputof the visual signature reader 1412. The visual signature collectionunit 1416 may be included, for example, in a game monitor, such as thegame monitor 128 of FIG. 1, which may be coupled to the game console1404 via a device interface, such as the device interface 150. Thevisual signature collection unit 1416 may instead be a separate devicecoupled to the game console 1404 via an external interface port of thegame console 1404, such as the external interface ports 316 of theexample game console 304 of FIG. 3. In either example case, the visualsignature collection unit 1416 sends the generated signature to acombination of a comparator 1420 and data processor 1422, which may beimplemented in the central facility 211 of FIG. 2. In the example system1400, the comparator cross-references the generated game medium visualsignature with a reference signature database 1424 that includes a setof reference signatures corresponding to a set of games to be monitored.If a match is found, the data processor 1422 uses the reference gamemedium visual signature that matches the generated game medium visualsignature to, for example, identify the game currently being played bythe game console 1404, etc.

FIG. 15 illustrates a block diagram of an example video game monitoringsystem 1500 based on RFID tagging of a game medium 1504. In the examplesystem 1500, an RFID tag 1508 is placed on the game medium 1504 (e.g.,disk or cartridge). In one example, an RFID reader 1512 may be coupledto or included in a game console 1514. In another example, the RFIDreader 1512 may be coupled to or included in a video game monitor (e.g.,the video game monitor 128 of FIG. 1). The RFID reader 1512 isconfigured to detect the presence and identity of the game medium 1504based on the reception of information from the RFID tag 1508.

In the example system 1500, the RFID reader 1512 is included in the gameconsole 1514. The game console 1514, in turn, is coupled to an RFIDcollection unit 1516 to receive the output of the RFID reader 1512. TheRFID collection unit 1516 may be included, for example, in a gamemonitor, such as the game monitor 128 of FIG. 1, which may be coupled tothe game console 1514 via a device interface, such as the deviceinterface 150. The RFID collection unit 1516 may instead be a separatedevice coupled to the game console 1514 via an external interface portof the game console 1514, such as the external interface ports 316 ofthe example game console 304 of FIG. 3. In any case, the RFID collectionunit 1516 sends the detected RFID information to a data processor 1520,such as the central facility 211 of FIG. 2. In the example system 1500,the data processor 1520 uses the RFID information to index a referenceRFID database 1524 to determine the identity of the game currently beingplayed on the game console 1514. Alternatively or additionally, based onthe memory size of the RFID tag 1508, the data processor 1520 may beable to determine the game identity, manufacturer, etc. directly fromthe RFID information without the reference barcode database 1524.Additionally, the data processor 1520 may provide the RFID informationto the reference RFID database 1524, for example, to allow a previouslyunidentified RFID tag 1508 to be added to the database.

Due to the motion associated with placing the game medium 1504 (e.g.,disk or cartridge) into the game console 1514, low cost, low-powerinductive RFID systems may be used to implement the RFID tag 1508 andthe RFID reader 1512. As the game medium 1504 is inserted into the gameconsole 1514, the motion of the RFID tag 1508 through a magnetic fieldgenerated by the RFID reader 1512 will energize the RFID tag 1508,thereby allowing the tag to transmit information to the RFID reader1512. In the case of the game medium 1504 being a game disk 1504, thespinning of the disk 1504 in the game console 1514 (especially uponstartup) may induce an electric field in the RFID tag 1508 as it passesthrough a magnetic field generated by the RFID reader 1512, therebyallowing the RFID tag 1508 to transmit its information to the RFIDreader 1512.

FIG. 16 illustrates a block diagram of an example video game monitoringsystem 1600 which employs network communication monitoring. A networkanalyzer 1604 (also known as a network “sniffer”), such as anywell-known suitably-adapted network analyzer, may be coupled to a localgame console 1608 to monitor information transferred over acommunications interface 1612 between the monitored game console 1608and another game console 1616 and/or a communications network (e.g., theInternet). The monitored information may be used by a data processor1620, such as the central facility 211 of FIG. 2, to determine theidentity of the game, as well as the game content that is currentlyactive within the game. Information about the number of players, theirlocation and/or their identities may also be determined by the dataprocessor 1620. For example, the data processor 1620 may decode thecommunication packets (e.g., IP packets) transferred over thecommunication interface 1612 to determine text data stored therein thatidentifies the title of the game, the network identities (e.g., networkaddresses) corresponding to the game consoles 1608, 1616 (and, thus, thegame users), the content that is currently active (e.g., a game level ormap), etc.

FIG. 17 illustrates a block diagram of an example video game monitoringsystem 1700 which employs server-side monitoring to monitor game usage.A server analyzer 1704 may be coupled to an authentication server 1708and/or a game server 1708 for games that are played over privatenetworks and/or over the Internet. The server analyzer 1704 may be usedto monitor the information transferred between the game server 1708 anda local game console 1712. Alternatively or additionally, the serveranalyzer 1704 may be used to monitor the information transferred betweenthe game server 1708 and one or more remote game consoles 1716. Themonitored information may be used by a data processor 1720, such as thecentral facility 211 of FIG. 2, to determine the identity of the game,as well as the game content that is currently active within the game.Information about the number of players, their location and/or theiridentities may also be determined by the data processor 1720. Forexample, the server analyzer 1704 could be configured to receive andprocess information from a software meter running in the game server1708 that is similar to a software meter designed to run in a gameconsole (e.g., software meter 1004 of FIG. 10). Alternatively, the gameserver 1704 could be configured to send metering data directly to thedata processor (e.g., the central facility 211) without the need for aserver analyzer 1704.

FIG. 18 illustrates a block diagram of an example video game monitoringsystem 1800 which employs a diary 1804 to monitor video game usage. Theexample system includes a game console 1808 for playing a game stored ona game medium 1812. The diary 1804 may be a written diary 1804 and/or anelectronic diary 1804. The diary 1804 could be customized to exhibit apreference for games owned by a selected user (e.g., by configuring thediary to present a first menu of entries corresponding to only the ownedgames) and have a fallback capability to support additional games notpreviously identified as belonging to the user's collection (e.g., byconfiguring the diary to present a second, generic menu of entriescorresponding to non-owned games). The contents of the diary 1804 arethen provided to a data processor 1816, such as the central facility 211of FIG. 2, for processing and crediting.

A flowchart representative of example machine readable instructions forimplementing the video game monitor 128 and at least portions of thehome unit 124 of FIG. 1 is shown in FIGS. 19A-19C. In this example, theprocess represented by the flowchart may be implemented by a set ofmachine readable instructions that may comprise one or more programs forexecution by a processor, such as the processor 2112 shown in theexample computer 2100 discussed below in connection with FIG. 21. Theone or more programs may be embodied in software stored on a tangiblemedium such as a CD-ROM, a floppy disk, a hard drive, a DVD, or a memoryassociated with the processor 2112, but persons of ordinary skill in theart will readily appreciate that the entire program and/or portionsthereof could alternatively be executed by a device other than theprocessor 2112 and/or embodied in firmware or dedicated hardware in awell-known manner. For example, any or all of the video game monitor 128and the home unit 124 could be implemented by any combination ofsoftware, hardware, and/or firmware. Further, although the exampleprograms are described with reference to the flowchart illustrated inFIGS. 19A-19C, persons of ordinary skill in the art will readilyappreciate that many other methods of implementing the example methodsand apparatus described herein may alternatively be used. For example,with reference to the flowchart illustrated in FIGS. 19A-19C, the orderof execution of the blocks may be changed, and/or some of the blocksdescribed may be changed, eliminated, combined and/or subdivided intomultiple blocks.

An example program 1900 to implement the video game monitor 128 and thehome unit 124 (or portions thereof) of FIG. 1 is shown in FIGS. 19A-19C.The program 1900 may be executed on a periodic basis (e.g., at fixedtime intervals via a program loop) or may be executed in response to achange in state of one or more devices in the home entertainment system102 and/or the local metering system 100 of FIG. 1. The example program1900 begins at block 1902 of FIG. 19A at which the video game monitor128 determines if the video game console 112 is active, for example,based on one or more inputs from the sensors 156 (e.g., a sensor todetect a power-on LED of the video game console 112, a game controlleranalyzer 1204 to detect that a game controller 1208 has been activated,a current meter to determine that the game console 112 is drawing power,etc.). If the video game console 112 is active (block 1902) controlproceeds to block 1904. Otherwise, control returns to block 1902 causingthe program 1900 to iterate at block 1902 until the video game console112 becomes active.

At block 1904, the video game monitor 128 determines whether a gamemedium (e.g., disk or cartridge) has been inserted into the video gameconsole 112. The video game monitor 128 may make this determinationbased on, for example, game medium visual image scanning using a barcodereader (e.g., the barcode reader 1312 of FIG. 13) and/or a memorysignature reader (e.g., the memory signature reader 1412 of FIG. 14).Additionally or alternatively, the video game monitor 128 may use anRFID reader (e.g., the RFID reader 1512 of FIG. 15) to read an RFID tag,if present, placed on the game medium. The video game monitor 128 and/orthe home unit 124 could also determine the presence of a game mediumbased on monitoring the display of the television 120, for example, forthe presence of ancillary codes and/or signatures indicative ofdisplayed game content. If the video game monitor 128 determines that agame medium has been inserted into the game console 112 (block 1904),control proceeds to block 1906. Otherwise, control returns to block 1902causing the program 1900 to iterate at block 1902 and 1904 until thegame medium is inserted in the game console 112.

If the game console 112 is active (block 1902) and the game medium ispresent (block 1904), control proceeds to block 1906 at which the videogame monitor 128 may initiate the monitoring of times associated withthe enablement (e.g., power ON) of the video game console 112 and/or thepresence of a game medium in the game console 112. Next, controlproceeds to block 1908 at which the video game monitor 128 determineswhether sufficient information is available to identify the current game(e.g., based on information determined at block 1904, such as a barcode,a memory signature compared to a reference signature, an RFID tag,etc.). If sufficient identification (ID) information is available (block1908), control proceeds to block 1910 at which the video game monitor128 determines the game ID and includes such ID in the metering recordcorresponding to the current game. After the processing at block 1910completes or if no game ID information is present (block 1908), controlproceeds to block 1912.

At block 1912, the video game monitor 128 determines if any user/playerinput is being provided to the video game console 112 via a gamecontroller, such as the game controller 1208 of FIG. 12. Suchinformation may be determined, for example, by monitoring the gamecontroller interface via a game controller analyzer 1204, by monitoringthe internal memory/bus of the video game console 112 via a memory/busanalyzer 904 and/or from information provided by a software meter 1004,as described previously in connection with FIGS. 12, 9 and 10,respectively. User input information may be used to indicate that thevideo game is actively being played rather than in a demo mode ofoperation. As such, if game controller data is detected (block 1912),control proceeds to block 1914 at which the video game monitor 128begins monitoring a set of times associated with active game use (e.g.,game start, game pause, game resume, etc.). After processing at block1914 completes, or if game controller data is not detected (block 1912),control proceeds to block 1916 of FIG. 19B.

At block 1916, the video game monitor 128 determines if game content isaccessible and, thereby, supporting the generation and/or determinationof the corresponding metering data. If such game content is available(block 1916), control proceeds to block 1918. For example, the videogame monitor 128 may determine that access to game content data ispossible based on the presence of any or all of the following: dataprovided by one or ports, such as ports 316 of FIG. 3, from the gameconsole 112; data from one or more sensors 156 monitoring the presentedgame content; data from a memory/bus analyzer, such as the memory/busanalyzer 904 of FIG. 9; data from a network analyzer, such as thenetwork analyzer 1604 of FIG. 16, data from a server analyzer, such asthe server analyzer 1704 of FIG. 17; etc. If the game content is notaccessible (block 1916) and, thus, no additional metering data may begenerated/determined, control proceeds to block 1920 of FIG. 19C atwhich the video game monitor 128 generates one or more metering reportsthat include the metering data generated/determined at the precedingblocks of the example program 1900. Control then proceeds to block 1922at which the video game monitor 128 and/or the home unit 124 sends themetering report(s) to a central facility, such as the central facility211 of FIG. 2, for processing and subsequent crediting of the currentgame based on the provided metering reports. The example program 1900then ends.

If access to game content data is available as determined at block 1916,control proceeds to block 1918 at which the video game monitor 128determines the game ID corresponding to the current game. The video gamemonitor 128 may make this determination based on, for example, readingmemory locations in the game console 112 via a memory/bus analyzer 904to identify data corresponding to the title of the current game,decoding an embedded ancillary code (audio and/or video) from gamecontent presented via the television 120 and detected/measured via oneor more sensors 156 (e.g., a microphone, an OSDR, etc.), etc. The gameID determined at block 1918 may be in addition to the game ID determinedat block 1910 such that both IDs may be used to cross-validate the gameID determined for the current game. After processing at block 1918completes, control proceeds to block 1924.

At block 1924, the video game monitor 128 uses the available gamecontent data to refine and/or update the set(s) of monitored timescorresponding to game console enablement, active game use, etc. Thevideo game monitor 128 may refine and/or update such set(s) of timesbased on, for example, memory bus transactions monitored via amemory/bus analyzer 904 that correspond to starting, stopping, pausingand/or resuming the currently played game, decoding ancillary codesand/or determining content signatures that indicate a change in gameactivity (e.g., a code and/or signature that does not change over apredetermined period of time may be used to indicate that the game ispaused), etc. After processing at block 1924 complete, control proceedsto blocks 1926 and 1928.

At blocks 1926 and 1928, the video game monitor 128 determines/generatesmetering data corresponding to the active game content and the presentedgame content, respectively. As discussed above, presented game contentcorresponds to contact that is actually presented to the user, e.g.,visually and/or audibly. Active game content corresponds to game contentthat may be locally cached by the video game console 112 for possibleuse and/or presentation to the user. Thus, presented game content may beconsidered a subset of active game content. At block 1926, the videogame monitor 128 may determine the active game content, for example, bymonitoring the data stored in a cache of the video game console 112 viaa memory/bus analyzer 904; by processing the information provided by asoftware meter, such as the software meter 1004 of FIG. 10; bydetermining the memory location accessed by the game console 112 via astorage device analyzer, such as the storage device analyzer 1104 ofFIG. 11, etc. Additionally or alternatively, at block 1928 the videogame monitor 128 and/or the home unit 124 may decode ancillary codes,generate content signatures and/or generate content trends thatcorrespond to the presented game content (and, thus, the active gamecontent as well). After the processing at blocks 1926 and 1928completes, control proceeds to block 1930.

At block 1930, the video game monitor 128 determines whether any gamecontent has been received by an external, local device (e.g., a memorycard) and monitors such content if present. The video game monitor 128may make this determination by, for example, monitoring game contentstorage locations in a memory of the video game console 112 via amemory/bus analyzer 904 and/or by processing content source informationprovided by a software meter, such as the software meter 1004 of FIG.10. Control then proceeds to block 1932 at which the video game monitor128 determines the number of local users playing the current game. Thevideo game monitor 128 may make this determination by, for example,monitoring the number of active game controllers via one or more gamecontroller analyzers 1204, monitoring game controller transactions on aninternal bus of the video game console 112 via a memory/bus analyzer 904and/or by processing game controller information provided by a softwaremeter 1004. Control then proceeds to block 1934 of FIG. 19C.

At block 1934 of FIG. 19C, the video game monitor 128 (via, for example,a network analyzer, such as the network analyzer 1604 of FIG. 16) and/orthe central facility 211 (via, for example, information received from aserver analyzer, such as the server analyzer 1704 of FIG. 17) determineswhether a network connection is in use by the game console 112. If anetwork connection is active (block 1934), control proceeds to blocks1936 and 1938 at which the video game monitor 128 and/or the centralfacility 211 determine the number and identities, respectively, of anyremote users playing the currently monitored game. The video gamemonitor 128 and/or the central facility 211 may make such determinationsbased on the data received by the network analyzer 1604 and/or theserver analyzer 1704. Control then proceeds to block 1940 at which thevideo game monitor 128 and/or the central facility 211 determine whetherany game content has been downloaded from an external source (e.g., aremote game server, an Internet web site, etc.) and monitors suchcontent if present. Such a determination may be made from the networkanalyzer 1604 and/or the server analyzer 1704 discussed above, by amemory/bus analyzer 904 and/or software meter 1004 used to monitor thesource of game content, etc. After the processing at block 1940completes, or if a network connection is not active (block 1934),control proceeds to block 1942.

At block 1942, the video game monitor 128 determines whether the currentgame has ended (e.g., by removing the game medium, by disabling/turningOFF the game console 112, etc.). If the game has not ended (block 1942)control returns to block 1924 of FIG. 19B and blocks subsequent theretoat which the video game monitor 128, the home unit 124 and/or thecentral facility 211 continue to monitor the currently played game. Ifthe game has ended (block 1942), control proceeds to block 1920 andsubsequent blocks thereto at which metering records are generated andreported to the central facility 211. The processing associated withblocks 1920 and 1922 was already described in detail above and, thus,for brevity is not re-described here.

As discussed above, for scenarios in which ancillary codes and/orwatermarks are embedded in the game content, the coded data from variousaudio and/or video sources may be superimposed to create the final audioand/or video output. Thus, in such scenarios, encoding methods thatsupport the uncorrupted decoding of each superimposed code/watermark maybe advantageous. Block diagrams of an example encoder 2000 and acorresponding example decoder 2050 for orthogonally superimposing codesfrom multiple sources are illustrated in FIGS. 20A-20B. The exampleencoder 2000 of FIG. 20A is configured to orthogonally encode data fromfour (4) sources 2002, 2004, 2006, 2008. To orthogonally encode thesource data, the source data is first replicated by a set of datareplicators 2010, 2012, 2014, 2016. The data replicators 2010, 2012,2014, 2016 are configured to replicate their respective source datainputs a number of times equal to the number of data sources, which isfour (4) in the instant example. For example, for source 2004, if thesource data has a value of “B,” then the output of the correspondingdata replicator 2012 is “(B, B, B, B).”

The outputs of the data replicators 2010, 2012, 2014, 2016 are providedto corresponding orthogonal mappers 2018. 2020, 2022, 2024. Eachorthogonal mapper 2018. 2020, 2022, 2024 multiplies (or “covers”) itsinput replicated data sequence with a predetermined mapping sequencethat is orthogonal to the predetermined mapping sequences for the otherorthogonal mappers 2018. 2020, 2022, 2024. For example, the set ofpredetermined orthogonal mapping sequences used by the orthogonalmappers 2018, 2020, 2022, 2024 of the example encoder 2000 are given by:

-   -   Orthogonal mapper 2018: (1, 1, 1, 1)    -   Orthogonal mapper 2020: (1, 1, −1, −1)    -   Orthogonal mapper 2022: (1, −1, 1, −1)    -   Orthogonal mapper 2024: (1, −1, −1, 1).        Thus, for an example scenario in which the source data from the        four sources 2002, 2004, 2006, 2008 is A, B, C, and D,        respectively, the corresponding outputs of the four orthogonal        mappers 2018, 2020, 2022, 2024 are:

(A, A, A, A), (B, B, −B, −B), (C, −C, C, −C) and (D, −D, −D, D).

To create the output of the encoder 2000, the outputs from theorthogonal mappers 2018, 2020, 2022, 2024 are summed by a combiner 2026.Thus, continuing with the example scenario described above, thecorresponding, orthogonally encoded output sequence from the encoder2000 is:

(A+B+C+D), (A+B−C−D), (A−B+C−D), (A−B−C+D).

The example decoder 2500 of FIG. 20B is configured to orthogonallydecode an encoded data sequence generated by the corresponding exampleencoder 2000 of FIG. 20A. The example decoder 2500 may include one ormore orthogonal demappers 2052 to multiply (or cover) the input encodeddata sequence with a predetermined demapping sequence provided via areference input 2054 and corresponding to the desired source data torecover. Continuing with the above example, for the case of decoding anoriginal source data B from the source 2004 of FIG. 20A, thecorresponding predetermined demapping sequence is (1, 1, −1, −1). Onehaving ordinary skill in the art will recognize that the predetermineddemapping sequence is equivalent to the predetermined mapping sequenceused by the corresponding orthogonal mapper 2018, 2020, 2022, 2024 toorthogonally encode the desired source data. Thus, for the case ofdecoding the source data provided by source 2004, the output of theorthogonal demapper 2052 would be:

(A+B+C+D), (A+B−C−D), −(A−B+C−D), −(A−B−C+D).

Next, the output of the orthogonal demapper 2052 is provided to a summer2056. The summer 2056 adds the individual sequence elements output formthe orthogonal demapper 2052 to form a single data output. Continuingwith the previous scenario, the output of the summer 2056 correspondingto decoding the source data provided by the source 2004 would be:

(A+B+C+D)+(A+B−C−D)+(A−B+C−D)+(A−B−C+D)=4B.

Finally, the output of the summer 2056 is provided to a normalizer 2058to yield the output of the example decoder 2050. The normalizer 2058 isconfigured to scale the output 2056 by a scale factor to compensate forthe gain factor resulting from the processing performed by the encoder2000 and decoder 2050. The scale factor is equivalent to the reciprocalof the number of sources 2002, 2004, 2006, 2008 supported by the exampleencoder 2000. Thus, in the instant example, the normalizer 2058 appliesa scale factor of (¼) to its input. For the example scenario describedabove, the output of the decoder 2050 corresponding to the source 2004is B, which is identical to the original source data produced by thesource 2004.

One having ordinary skill in the art will appreciate that many othertypes of encoders and decoders, in addition to or as alternatives to theexample encoder 2000 and decoder 2050, may be used to create ancillarycodes and/or watermarks that may be superimposed and subsequentlyrecovered. The type of encoder and decoder employed may depend on thenumber of possible data sources, the type of data to be encoded, thedata rate of the data to be encoded, the amount of processing availableto decode the ancillary codes, etc.

FIG. 21 is a block diagram of an example computer 2100 capable ofimplementing the apparatus and methods disclosed herein. The computer2100 can be, for example, a server, a personal computer, a personaldigital assistant (PDA), an Internet appliance, or any other type ofcomputing device.

The system 2100 of the instant example includes a processor 2112. Forexample, the processor 2112 can be implemented by one or more Intel®microprocessors from the Pentium® family, the Itanium® family or theXScale® family. Of course, other processors from other families are alsoappropriate. A processor such as processor 2112 may be used to implementany or all of the video game monitor 128 and the home unit 124 (orportions thereof) of FIG. 1 and/or the central facility processor 224(or portions thereof) of FIG. 2.

The processor 2112 is in communication with a main memory including avolatile memory 2114 and a non-volatile memory 2116 via a bus 2118. Thevolatile memory 2114 may be implemented by Static Random Access Memory(SRAM), Synchronous Dynamic Random Access Memory (SDRAM), Dynamic RandomAccess Memory (DRAM), RAMBUS Dynamic Random Access Memory (RDRAM) and/orany other type of random access memory device. The non-volatile memory2116 may be implemented by flash memory and/or any other desired type ofmemory device. Access to the main memory 2114, 2116 is typicallycontrolled by a memory controller (not shown) in a conventional manner.

The computer 2100 also includes a conventional interface circuit 2120.The interface circuit 2120 may be implemented by any type of well-knowninterface standard, such as an Ethernet interface, a universal serialbus (USB), and/or a third generation input/output (3GIO) interface.

One or more input devices 2122 are connected to the interface circuit2120. The input device(s) 2122 permit a user to enter data and commandsinto the processor 2112. The input device(s) can be implemented by, forexample, a keyboard, a mouse, a touchscreen, a track-pad, a trackball,an isopoint and/or a voice recognition system.

One or more output devices 2124 are also connected to the interfacecircuit 2120. The output devices 2124 can be implemented, for example,by display devices (e.g., a liquid crystal display, a cathode ray tubedisplay (CRT)), by a printer and/or by speakers. The interface circuit2120, thus, typically includes a graphics driver card.

The interface circuit 2120 also includes a communication device such asa modem or network interface card to facilitate exchange of data withexternal computers via a network 2126 (e.g., an Ethernet connection, adigital subscriber line (DSL), a telephone line, coaxial cable, acellular telephone system, etc.). The interface circuit 2120 and thenetwork 2126 may implement the connection 140 of FIG. 1.

The computer 2100 also includes one or more mass storage devices 2128for storing software and data. Examples of such mass storage devices2128 include floppy disk drives, hard drive disks, compact disk (CD)drives and DVD drives. The mass storage device 2128 and/or the volatilememory 2114 may be used to store metering data (or the contents thereof)in the video game monitor 128 of FIG. 1 and/or the viewing/meteringrecords in the home unit 124 of FIG. 1.

As an alternative to implementing the methods and/or apparatus describedherein in a system such as the device of FIG. 21, the methods and orapparatus described herein may be embedded in a structure such as aprocessor, a field programmable gate array (FPGA), dedicated circuitryand/or an ASIC (application specific integrated circuit).

From the foregoing, persons of ordinary skill in the art will appreciatethat the example methods, apparatus and articles of manufacturedescribed herein allow for monitoring of video game usage. For example,the disclosed example methods, apparatus and articles of manufacturesupport the generation and/or collection of metering informationcorresponding to the playing of a video game. Such information mayregard any or all of the following: A) the identity of the game beingplayed, B) times at which the game is actively being played (instead ofin a demo mode of operation), C) the duration of game play, D) thecontent (e.g., area, location, level, etc.) that is active (e.g.,cached) at a specific point during game play, E) the content (e.g.,area, location, level, etc.) that is actually being presented to theuser (e.g., displayed and/or audible) at a specific point during gameplay, F) the identity/identities and/or the number of players who areparticipating in the game locally and/or remotely, G) whether the gameis being played across a communications network (e.g., the Internet, alocal area network (LAN), a direct cable connection, a dial-upconnection, etc.), H) any content that may have been downloaded to thegame from an external source (e.g., a network server, an Internet site,a memory card, etc.), as well as any other information of interest.

Although certain example methods, apparatus and articles of manufacturehave been described herein, the scope of coverage of this patent is notlimited thereto. On the contrary, this patent covers all methods,apparatus and articles of manufacture fairly falling within the scope ofthe appended claims either literally or under the doctrine ofequivalents.

What is claimed is:
 1. A method to identify a video game, the methodcomprising: generating, with a processor, a memory signature based on apattern of memory addresses previously accessed by a device to access agame medium to play the video game; and determining, with the processor,an identity of the video game based on the memory signature.
 2. Themethod as defined in claim 1, wherein the determining of the identity ofthe video game based on the memory signature includes comparing thememory signature with information from a reference database.
 3. Themethod as defined in claim 1, wherein the pattern of memory addressescorresponds to a sequence of memory addresses previously accessed by thedevice at startup of the video game.
 4. The method as defined in claim1, wherein the pattern of memory addresses is included in informationreported from a software meter executing on the device.
 5. The method asdefined in claim 1, wherein the pattern of memory addresses is includedin information reported from an analyzer in communication with at leastone of a media reader or a media reader controller of the device.
 6. Themethod as defined in claim 1, further including cross-referencing atleast some of the memory addresses from the pattern of memory addresseswith a memory map corresponding to the game medium to determine gamecontent being presented by the device.
 7. The method as defined in claim1, wherein the game medium includes at least one of a game disk or agame cartridge.
 8. A machine readable storage device or storage diskcomprising machine readable instructions which, when executed, cause aprocessor to at least: generate a memory signature of a video game basedon a pattern of memory addresses previously accessed by a device toaccess a game medium to play the video game; and determine an identityof the video game based on the memory signature.
 9. The storage deviceor storage disk as defined in claim 8, wherein to determine the identityof the video game based on the memory signature, the instructions, whenexecuted, further cause the processor to compare the memory signaturewith information from a reference database.
 10. The storage device orstorage disk as defined in claim 8, wherein the pattern of memoryaddresses corresponds to a sequence of memory addresses previouslyaccessed by the device at startup of the video game.
 11. The storagedevice or storage disk as defined in claim 8, wherein the pattern ofmemory addresses is included in information reported from a softwaremeter executing on the device.
 12. The storage device or storage disk asdefined in claim 8, wherein the pattern of memory addresses is includedin information reported from an analyzer in communication with at leastone of a media reader or a media reader controller of the device. 13.The storage device or storage disk as defined in claim 8, wherein theinstructions, when executed, further cause the processor tocross-reference at least some of the memory addresses from the patternof memory addresses with a memory map corresponding to the game mediumto determine game content being presented by the device.
 14. The storagedevice or storage disk as defined in claim 8, wherein the game mediumincludes at least one of a game disk or a game cartridge.
 15. Anapparatus to identify a video game, the apparatus comprising: a dataprocessor to: generate a memory signature based on a pattern of memoryaddresses previously accessed by a device to access a game medium toplay the video game; and determine an identity of the video game basedon the memory signature; and a database to store information to comparewith the memory signature to determine the identity of the video game.16. The apparatus as defined in claim 15, wherein the pattern of memoryaddresses corresponds to a sequence of memory addresses previouslyaccessed by the device at startup of the video game.
 17. The apparatusas defined in claim 15, wherein the pattern of memory addresses isincluded in information reported from a software meter executing on thedevice.
 18. The apparatus as defined in claim 15, wherein the pattern ofmemory addresses is included in information reported from an analyzer incommunication with at least one of a media reader or a media readercontroller of the device.
 19. The apparatus as defined in claim 15,wherein the data processor is further to cross-reference at least someof the memory addresses from the pattern of memory addresses with amemory map corresponding to the game medium to determine game contentbeing presented by the device.
 20. The apparatus as defined in claim 15,wherein the game medium includes at least one of a game disk or a gamecartridge.